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Developer Insight: 20 Years of Diablo

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To celebrate 20 years of Diablo, Blizzard sat down with three core team members as they talk how is it to work on Diablo.

Blizzard LogoRob Foote, Lead Producer

Q: How long have you been a Diablo fan?

Rob Foote, Lead Producer: I remember playing Diablo with my brothers; we had one computer and the four of us had to play in shifts. We each had our own characters; I remember the first time my brother showed me a Godly Plate of the Whale and I was like, “Oh man, that’s crazy! How did you get that?!” We were playing online, which was so new to us, so exciting and crazy.

Q: What is it about the Diablo series that appeals to you?

Rob Foote: To me, it’s about power and seeing your character develop over time. To struggle through a portion of the game and then go back and find it’s trivial; playing on higher and higher difficulties and watching them get easier. Besides power, there’s loot. Getting a Godly Plate of the Whale or seeing a green item drop for the first time in Diablo II was a thrill. That’s still true in Diablo III; you see a set item drop and think “is this my last piece of Jade Harvester? I sure hope it is!” and then you open it up to see. Once you get those pieces you think “I’m going to raise my difficulty now, because now I’m a lot more powerful.” Building power over time is a fantasy present across the franchise. The tone of Diablo also appeals to me, because it’s so different from other Blizzard games. It’s so dark, and I love horror in games, film, and novels. It’s a great genre.

"Our designers have seemingly infinite ideas, so it’s usually a question of when we can get something done, and what can we deliver for each patch."

Q: Do you remember the first thing you worked on when you joined the Diablo team?

Rob Foote: My first job was as a game tester for Diablo II on the 1.04 patch. Blizzard was a lot smaller back then, and so was our QA team. We basically had to brute-force test Diablo, and if you’ve played D2, it’s very challenging to do because there’s so many different sets and Uniques. One of the craziest bugs we found arose from the set number of facings for each character. We had this checklist where you hold each weapon type and check every single one of the facings, and I thought “We’re never gonna find anything wrong with this; why even run the checklist?” But sure enough, one of the items, in one of the facings, disappeared from my character’s hands.

Q: How did you get started on the team and in your current role?

Rob Foote: I started at Blizzard 16 years ago, and my first job was as a game tester. I also worked on Lord of Destruction as a tester, worked my way up as a producer on World of Warcraft, and then came back as a producer on Diablo III. Now I’m a lead producer on Diablo III, and our job is to manage the schedule and ensure we get stuff done on time so we can publish patches. A lot of the job is about tasking individuals with work that needs to be done, and meeting with designers and asking what they want to accomplish with a feature. We set priorities with the team about the must-haves and the nice-to-haves, then go to work to get stuff done in the best way possible. Our designers have seemingly infinite ideas, so it’s usually a question of when we can get something done, and what can we deliver for each patch.

"(...)loot is what drives the game to me. They’re like presents; you get to open them and they can dramatically change your character."

Q: What is your favorite Diablo item?

Rob Foote: In the first Diablo, it was the Godly Plate of the Whale. In Diablo II, the Stone of Jordan was THE item that consumed us. For Diablo III . . . I’m very unlucky and for the longest time I was trying to find Lut Socks. I needed them for my Earthquake/Leap build, and I waited for the longest time to get them, and it was the last piece to complete my build so I was very happy when I finally got them.

Q: What classes are you playing currently? Do you play Hardcore or Softcore?

Rob Foote: Last season I played a Witch Doctor, and I’ve played a lot of Barbarian. In Diablo II, Barbarian was one of my favorite classes; I also played a lot of Necromancers and Amazons, so in Diablo III I played Witch Doctor, and now with the Necromancer coming out next I’m excited about playing it again. I’ve played the Necromancer internally and it’s a lot of fun. In Season 8 I played my first Hardcore character to 70 and now I think I’ll probably switch back and forth. Hardcore’s a different game; you’re not pushing to the absolute limit, but instead pushing cautiously to the limit with the knowledge that if you die, you lose it all.

Q: What’s it like working on the Diablo team?

Rob Foote: When people ask me what the best part of working at Blizzard is, I always answer, “the people.” Everyone here loves games and our games in particular, so motivation isn’t a factor. People come in every day to make amazing games and that makes our job very rewarding and pretty straightforward. Great ideas can come from anywhere, and our designers regularly have brainstorm sessions with the entire team. It’s all about having great ideas and putting them into the game. Every year, we get better at making Diablo; we trust each other, we listen to each other, and we collaborate. It’s a great place to be and we’re always excited to come in to work.

Q: What do you think is the historical legacy of Diablo? What will people be reading about the series 10–20 years from now?

Rob Foote: I think if, 20 years from now, someone is flipping through a college textbook on game design, and they see the entry on “Action RPG,” the entry would say “see: Diablo.” Anyone who plays that genre and loves it has played Diablo games. I think Diablo satisfies the need to build heroes over time, grow in power, get awesome loot, slay monsters, play with your friends, and share those experiences with others.

Q: What‘s the one thing that would cause Diablo to no longer be Diablo if we removed it from the game?

Rob Foote: Loot. The loot is what drives the game to me. They’re like presents; you get to open them and they can dramatically change your character. When you get a powerful item, you can really feel the increase in your performance; it’s not a 0.4% increase but a 20% increase in damage and you’re just slaying things you used to struggle with in one hit. That’s really satisfying.

"(...)just “fresh meat!” and you’re dead. And you’re like, “Whoa! What just happened?” "

Q: Can you give us an example of something you’re really excited to have worked on?

Rob Foote: There are many moments, but I think the greatest moment for me was when Reaper of Souls shipped. It was obviously a commercial success, but, more importantly, it was also a huge success in the eyes of our players. The community loved it; our family and friends contacted us saying they loved it, the launch went very smoothly, and it was well-received by a lot of people. Second would be shipping Lord of Destruction, because it was the first time I got a credit in the game industry. I still have the instruction manual with my name printed on it.

Q: Can you tell us a little about the Darkening of Tristram (Patch 2.4.3) and how the patch came to be?

Rob Foote: The initial conversation was along the lines of, “we want to do something for the 20th anniversary; what’s the plan?” Initially, we were going to just add the old-school music from Diablo into Diablo III. That evolved into, “what if we could get you to play a representation of Diablo in Diablo III?” That became, “well, one level was pretty easy to do, there’s only 15 more, let’s just do them all.” We had some very passionate people who were dedicated to making it happen, and it kind of snowballed—in a good way—into having all 16 levels, then finding monsters that work within those levels to make it reminiscent of the Diablo I experience. Someone had the idea to run the game in 640x480 resolution, but it wasn’t really feasible—so we created a visual filter instead to get the pixelated look.

Q: What are some of the series’ most difficult and memorable bosses? Any tips?

Rob Foote: The first time you fight the Butcher. Back in the day, there were no spoilers. You didn’t know what was going to happen when you walked into his room, and he instantly killed you. Just “fresh meat!” and you’re dead. And you’re like, “Whoa! What just happened?” I think that’s very memorable.

Q: If you could go back in time and tell the developers of the original Diablo anything, what would it be?

Rob Foote: I don’t think I’d have them change a thing, even things we perceive as flaws. We never consider those things flaws unless, over time, something changes our perspective. You can’t run in Diablo I, which was fine at the time. After Diablo II came out; it let you run, and so obviously we thought, “oh, this is so much better!” But I never thought about that when I was playing D1.

Q: Is it possible to kill Diablo for good?

Rob Foote: In Diablo, the heroes never celebrate. Even when you think you beat him, Diablo is always coming back. Be on your guard. Evil lurks everywhere, and Sanctuary is a dangerous place.

 

Blizzard LogoJulian Love, Lead VFX Artist

Q: How long have you been a Diablo fan?

Julian Love, Lead VFX Artist: I’d have to go back 20 years to my first year in the industry, 1996. I was working at Sierra Online and our lead programmer brought in a game and said “you’ve got to play this, this is awesome”—it was Diablo. I immediately fell in love. There was a secret pact between the lead engineer, the lead designer, and I—every day we’d just play Diablo together all the time. The producer would show up and be angry at us, or someone would sneak across the hall and say “I died. You’ve got to come help me!” 

Q: What is it about the Diablo series that appeals to you?

Julian Love: Back in 1996 I was playing a lot of Diablo. Some of the guys who played with me wanted to go off on their own and make their own games and we were asking ourselves “what kind of game do you want to make?” and one guy goes, “I want to make a horse racing game!” and I was like, “no way, I want to make a Diablo game!”

And then Diablo II came out and a coworker commented “You know, you show up every day and all you do is talk about Diablo and you know more about it than anyone else. Why aren’t you working there?” So, after six years in the industry, it hit me: “What am I doing? Why am I not working there? I can work there, right?” I quit the next day and I got a job at Blizzard North shortly after.

Q: Do you remember the first thing you worked on when you joined the Diablo team?

Julian Love: What I did was a bit more mundane in nature. We were working on a project that eventually became the engine for Diablo III. Back then you could model a character, but a bunch of steps needed to happen before you could get the character in the game so it could move around. You want to automate as much of it as possible, but back then that wasn’t an industry standard. Nobody had done it. So I worked on the process that lets you turn a polygon into a fully usable character. This process is still in use today; in fact, the Necromancer is being made using the same pipeline I built in 2002.

""Am I going to dig this? Or am I really just done with it?" (...)and just like that I was sucked back into the game again (...)"

Q: How did you get started on the team and in your current role?

Julian Love: I started as a technical artist working on the D3 engine, and about six months in, I noticed people were doing special effects for their characters and—this is going to sound a bit strange—there was a character with a gun. Every time the gun was shot, a little puff of smoke would come out of the barrel. I saw the smoke come out and then shrink down to a point. As you know, smoke does not do that. What I discovered was, many people on the team did their own special effects but no one in particular was passionate about it. They just saw it as something else they had to do.

I really love special effects, so much that at one point I considered working in the film industry. So I built some stuff, everyone loved it and so I said "Seriously, give all of that work to me. Hire someone else to do what I'm doing now and let me do ALL special effects. Nobody gets to do it but me!" because I loved it so much. 

Q: What is your favorite Diablo item?

Julian Love: Two items from Diablo II are my favorites. The first one is Ume's Lament. When I first played Diablo II, the Necromancer completely captured my attention. Playing Hardcore, you have a lot of opportunities to play the same class over and over. I made a few Necromancers and they were terrible. I had no idea what I was doing, so I decided I had to play something else. I picked a Paladin—which was also terrible—but I eventually killed Diablo, and he dropped Ume's Lament. I took it as a sign that I should go back and play more of the Necromancer now that I had a good item for it, so I did—and was much more successful.

Years and years later when I was working at Blizzard North, I had taken a break from the game, so I started again on a fresh character. At that point I had played a lot of Diablo, so I was kind of unsure, like, "Am I going to dig this? Or am I really just done with it?" I walk out of town, the first monster I kill drops a Gull dagger, and just like that I was sucked back into the game again for at least another six months. It was great.

Q: What classes are you playing currently? Do you play Hardcore or Softcore?

Julian Love: Witch Doctor. The variety of builds you can create for Witch Doctor means I've been playing a lot of it. My second class is Monk; he's so fast and responsive it’s hard not to like, but then again, we built him like that. I always play Hardcore and I don't have any Softcore characters. I used to play Softcore exclusively and then I tried Hardcore out of curiosity. Clicking one box changed the whole game. Suddenly everything you do is scarier, and it was awesome. That was it for me. I couldn't go back to Softcore.

"(...)the fact that you can play with just your mouse is crucial to the accessibility the series is known for."

Q: What’s it like working on the Diablo team? What do you do for fun?

Julian Love: There's an old saying for games: "You can't make fun without having fun." I think if you could hear the giggling and laughing at the preposterousness of proposing "let's put over 100 skeletons on the screen for Army of the Dead" and the process of realizing that, you’d understand. No one thinks of these things in isolation, no one sits at their desk alone and comes up with an amazing idea that lights up the world; what happens is we get together and bounce things around and try to one-up each other, and be silly and comical, and propose the most absurd ideas. But it's also very safe to say those things, because there's a lot of trust. Others forgive me for saying something that sounds really off the wall, because they know the next ridiculous, seemingly undoable idea might come from them. Nobody judges the ideas during brainstorms and we let our creativity run wild. We trust that we're coming up with something crazy, but it's always to try and make the game as fun as it can be.

Q: What do you think is the historical legacy of Diablo? What will people be reading about the series 10–20 years from now?

Julian Love: Diablo takes a kind of experience—the fantasy RPG experience—and makes it accessible to everyone. At the time of Diablo’s release, that kind of experience came only to a certain kind of person, and only if you could delve deeply into all the systems, and all the complexities that came with them could you then enjoy the experience. Diablo made it accessible for the rest of us. I can say this with a lot of authority, because I have a relative who I'd say is the quintessential "anti-gamer." He's someone who thinks games are silly; a waste of time. When D3 came out, I convinced him to try it out. After giving him a little direction, he starts clicking, starts killing monsters, and he just lost himself in the game for three hours and had a delightful experience. To me, that's the magic of Diablo.

Q: What‘s the one thing that would cause Diablo to no longer be Diablo if we removed it from the game?

Julian Love: There's a good argument to be made for loot. But I think the important one is preserving the ability to play with one hand. Even though most players will use two hands pretty much all the time, the fact that you can play with just your mouse is crucial to the accessibility the series is known for. If I had to pick a close second, it would be the ability to beat the crap out of so many monsters. Monster-slaying is core to the experience, and if at some point you're not using your skills and items to beat demons into submission, it ceases to be a Diablo game.

"For Army of the Dead, we knew we wanted a long cooldown, flashy spell, and I knew we needed a spell to show people how we were going to bring the Necromancer to the next level."

Q: Can you give us an example of something you’re really excited to have worked on?

Julian Love: I always enjoy trying to figure out new things that will delight our players, and then see their delight when we present it to the world. When we were making the new Witch Doctor skill for Reaper of Souls—Piranhas—the original design was a bit vague, just some kind of summoned debuff, with maybe "some bugs" as a visual. I said, "we need a story here; besides, how will this be different from Locust Swarm? We need something else." You don't want to rehash ideas, and you don't want something that doesn’t fit the class fantasy, but instead something in between, familiar and still new and fresh. Using bugs wasn't good enough, but the idea of animals wasn't bad . . . so what about piranhas? The team latched on to that idea; it was easy to associate it with the Witch Doctor, so we made it. Seeing the reaction as people used that spell for the first time was delightful.

Q: Can you talk about the Necromancer visuals and some of the skills we saw at BlizzCon?

Julian Love: As soon as we decided we were doing the Necromancer, there were skills that made us all say "we can't have a Necromancer without this." Corpse Explosion was at the top of the list. Looking back at Diablo II, the graphics themselves didn't really do the skill justice; the corpses on the ground were iconic, but the notion and the concept of the skill carried it a lot further than visuals did. We have the opportunity to put a strong, clear visual on it, to ensure the skill will feel visceral and fit the fantasy.

When you're working with something with a previous incarnation like this, it's like working with a clay statue that hasn't hardened yet. You're going to touch it and something will change; the question is how.

For Army of the Dead, we knew we wanted a long cooldown, flashy spell, and I knew we needed a spell to show people how we were going to bring the Necromancer to the next level. We gave it a name from a skill which also exists in World of Warcraft, and people just assumed, "oh, okay, they're just going to copy-paste that." Then we got to show it at BlizzCon, and there were literally over one hundred skeletons on the screen. Is this a world record? It has to be. Seeing the reaction from the crowd at BlizzCon was really satisfying. I'm always looking forward to those moments.

Those skills are very grounded and visceral, and that has a lot to do with the visual identity of the Necromancer, who was a very serious, sinister, dark class in Diablo II. We want to make sure we preserve that feeling.

Q: What are some of the series’ most difficult and memorable bosses? Any tips?

Julian Love: I worked on getting patch 1.10 out the door for Diablo II. I showed up, and they were testing Über Diablo, and the guy who was working on it says, “oh, you’re going to LOVE this! It’s almost unbeatable.” He fires up a character outfitted with all rare—yellow—gear, and goes, “look at how HARD this is!” I’m like “You’re kidding, right? Can you get my dual-wielding Barbarian from Battle.net?” A couple days later, I get on my Barbarian, and I say, “okay, watch this,” and I proceed to waste that incarnation of Über Diablo in like 10 seconds. I showed them they were not testing it right, and we started pulling characters from Battle.net to test it, which ended up meaning a 3-month delay to the patch—sorry, everyone!—but in the end the boss was a lot more satisfying.

Q: If you could go back in time and tell the developers of the original Diablo anything, what would it be?

Julian Love: I really like those games for what they are, and it's difficult for me to be critical of anything they've done because that led us to what we have today. A lot of the time, “flaws” are the quirks that make you love a game even more. So, if I had to pick something, it would be a small annoyance; I’d tell them, "don't make gold take inventory space! Put it in its own counter instead" or something. Diablo II is even harder for me, as sometimes I hold it up as the perfect game, but I think if I had to pick something there, I'd say "if you want people to care about resistances, build up to that. Don't let players spend the entire first Act without encountering any poison damage, and then have Andariel wreck them because they had no idea they needed 75% poison resists."

At the same time, these flaws give us stories to tell. The reason we can look back and laugh is because we all got killed by Andariel’s poison damage at one point or another.

Q: Is it possible to kill Diablo for good?

Julian Love: For good? I'm going to give you the smart guy, out-of-the-game-lore answer: you don't want to kill him for good. If we were ever going to make another game and put the Diablo name on it—and I think everyone wants that—we kind of want the Lord of Terror around so you can kill him in it, right? It's OK for an expansion to not have Diablo in it, but every new entry in the series is going to need our titular villain.

 

Blizzard LogoJoe Shely, Senior Game Designer

Q: How long have you been a Diablo fan?

Joe Shely, Senior Game Designer: I've been a fan since the original Diablo. I played it back in high school and my mom yelled at me for not turning the computer off at bedtime—that spellbook wasn’t going to find itself. I also played tons of Diablo II in college; all those sleepless nights worked out for me, though, because now I get to work on Diablo! 

Q: What is it about the Diablo series that appeals to you?

Joe Shely: The original Diablo was all about getting to the bottom of the dungeon and fighting Diablo. It was a challenge just to make it down there alive and find out what's going on. You have to remember, back then you didn’t have the story that's been developed today, it was just "what is happening under this creepy church?" It was very mysterious and I found it compelling.

In Diablo II, I had a Frost Sorceress and I would Frozen Orb everything; I wanted to get to level 99 and I wanted to beat Diablo on Hell difficulty. I liked putting my points into skills and overcharging skills with +skills on items, playing the item game to maximize my skills, and getting Uniques. I felt like I could always keep progressing my character, and I think that's a strength of Diablo—your character can always get stronger and take on new, harder challenges.

"I think the strongest item I have on any character is probably an Ancient Yang's Recurve with really good rolls."

Q: Do you remember the first thing you worked on when you joined the Diablo team?

Joe Shely: I don't know if I can remember the exact thing, but I probably tuned something that frustrated me as a player. At one point, we had an issue with seeking projectiles that tracked the player being biased towards one direction. It was very good at tracking you in one direction, and very bad at tracking you in the other direction; I realized this playing on my Wizard, so I came in to work the next day and fixed it.

Q: How did you get started on the team and in your current role?

Joe Shely: I began working on Diablo III directly shortly after the original release. I came on to help with Reaper of Souls and got to do a bunch of work on monsters, bosses, systems, Adventure Mode, Greater Rift tuning, and more.

Q: What is your favorite Diablo item?

Joe Shely: I definitely like Cam's Rebuttal. It's not the strongest item—I think the strongest item I have on any character is probably an Ancient Yang's Recurve with really good rolls. In terms of pure power, it's a fantastic item, and I was super excited I got it. But when I look at some of the items that do really interesting things, I really like playing the Crusader and having a window of time where I've got another charge of Falling Sword I don't want to waste. There are conditions under which I won't use it, like if there's only one guy left. Sometimes I try to wait as long as possible before using that second charge to maximize the damage from the Firestarter Rune and Consecration.

"(...)the Diablo legacy is very much still being written. There’s this chase of slaying monsters and getting epic loot and being heroic(...)"

Q: What classes are you playing currently? Do you play Hardcore or Softcore?

Joe Shely: Let’s see . . . I’ve got a Hardcore Wizard in Season 8 and a Demon Hunter non-Seasonal. I also have a Hardcore Crusader I haven’t played in a while, but he’s pretty fun too. I think I play Hardcore for the same reason as many of our players—the stakes are increased, your decisions matter in the combat sense. It’s certainly something I do when I want to sit and only play Diablo III, and really focus on that. I won’t try to do anything else while I’m playing my Hardcore character.

Q: What’s it like working on the Diablo team? What do you do for fun?

Joe Shely: The Diablo team is a great group to work for in many ways; it has its own culture, and it’s a culture that evolved around wanting the best for the game and trying to use our resources and the talent of the team to deliver awesome content for our players. At Blizzard, we have this very strong philosophy of supporting our games for years after their release, so that’s very much our focus on the team, looking at the game week-to-week, month-to-month to figure out what the game needs now, and what’s the best thing to deliver to our fans. I’m very proud of our team-wide brainstorms, where we get everyone in a room and we say “here’s the next piece of content we’re going to do,” like a new zone, and we discuss possibilities. “There are new monsters in this zone; what should they be?”

We get a good sense of what we should do in brainstorms; for example, we’ll start with a rough overview of a new zone, like a cold, shrouded moor; there’s going to be some rocky terrain, and it’s misty . . . so what kind of monsters live there? We look at all those and figure out what can we do, and which ideas resonate most strongly with the team. The advantage of team brainstorming is, when it comes time to make the content, whether it’s modeling a creature, animating it, or adding powers, the people who are doing it know they had input into that feature, which makes everyone more passionate.

Q: What do you think is the historical legacy of Diablo? What will people be reading about the series 10–20 years from now?

Joe Shely: I would hope they would read about it and then go play some Diablo, in whatever form that may be, because I think the Diablo legacy is very much still being written. There’s this chase of slaying monsters and getting epic loot and being heroic, and that thread has tied the franchise together. I would expect to see more of that in the future.

Malthael is a pretty tough boss: he’s got multiple phases,(...) and there’s some stuff that can kill you if you’re not watching.

Q: What‘s the one thing that would cause Diablo to no longer be Diablo if we removed it from the game?

Joe Shely: I think loot is the answer. Slaying monsters, getting epic loot, and using your epic loot to slay more monsters is the core loop of Diablo. You can see this all the way from Diablo I to Diablo III. Look at what spellbooks were in Diablo I; they were a form of epic loot that changed your gameplay. When you consider how legendaries have evolved in Diablo III, you can see how the items in Diablo III very much affect your gameplay in some of those same ways—they can make significant changes to your skills, how they're used, the visual effects of your skills, and gameplay mechanics in quite a similar way to how a spellbook would give you a completely new spell.

Q: Can you give us an example of something you’re really excited to have worked on?

Joe Shely: I’m excited about the changes coming to Greater Rifts in 2.4.3. We've reworked the way we spawn monsters in Greater Rifts, and the most obvious effect is that you're going to see a more consistent and, for some tiles, higher density of monsters—but it's really much more. We want the Greater Rift experience to be as varied as possible, and to have plenty of possibilities to be great. When you go down a floor, you should expect great monsters, surprising tiles, cool pylons, etc. The changes we've done in 2.4.3 are aimed at improving that experience. I think it's going to be a good change for our players.

Q: Can you tell us a little about the Darkening of Tristram (Patch 2.4.3) and how the patch came to be?

Joe Shely: I think one of the things we tried to capture with the anniversary event is this direct connection to the Soulstone and the evil of the Soulstone that ties the franchise together. I think the story of Malthael is a very interesting one; you get to meet the Angiris Council and learn about what's going on with these angels, but it's also nice to have an anchor or touchstone in the Red Soulstone, and that's why we wanted to bring it back for the anniversary event. That's also why we put the additional effort to get the D1 cinematic in there, and make a legendary gem you can put in your helm and really capture what I think was probably one of the most memorable events of Diablo 1—you end up impaling yourself.

Q: What are some of the series’ most difficult and memorable bosses? Any tips?

Joe Shely: The Baal fight in Diablo II: Lord of Destruction is pretty hard if you’re a ranged character. He slows you, and you have to deal with the tight constraints of the room. You’re being thrust directly into the fight. Looking at Diablo III, I think Malthael is a pretty tough boss: he’s got multiple phases, a lot of different mechanics, and there’s some stuff that can kill you if you’re not watching. His clouds can be quite dangerous; the adds he summons are some of the most dangerous monsters you’ll face out in the world, and then his ultimate lightning hands attack does extreme damage, so you really have to be on your toes.

Q: If you could go back in time and tell the developers of the original Diablo anything, what would it be?

Joe Shely: I think there would be a lot of back slapping. I’ve always wanted something to happen with the cow when you click on it, the one outside the entrance to the catacombs. Anything, really. I mean you click him, he moos at you, you think something’s gonna happen. I’d like to think we’ve corrected that in the later games, though.

Editor’s note: We’re not sure what Joe is on about here. 

Q: Is it possible to kill Diablo for good?

Joe Shely: All I can say is, he hasn’t died yet, right? He’s not been permanently vanquished at this point. We’ll have to wait and see

(Source)

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    • By Neviriah
      Season 32 of Diablo 3, Ethereal Memory, will go live later today, and we have prepared a list of various useful and updated guides to help you get started!
      The Season of Ethereal Memory will start later today at 5 p.m. PDT (NA Servers), 5 p.m. CEST (EU Servers), and 5 p.m. KST (Asian Servers). The theme of Season 32 was first introduced with Season 24 and is now back for another round!
      What are Ethereal Memories?
      The theme of the season reintroduces the Ethereals, which are rare and powerful items known from Diablo II and reimagined for Diablo III. You will be able to hunt for all 21 iconic weapons of Diablo 2 during the season, but this time they will be harder to find and will only drop in Ancient or Primal rarity!

      To help you with the start of this new season, our team has been busy updating all of our Diablo 3 guides to reflect all the changes ahead of the season launch. You can find our Season 32 Hub, as well as guides for leveling, the season mechanic, rankings, season start guides for each class, and even conquest guides, in the list below.
      General Season Guides Our Season 32 guides include all the information you need to know, from Haedrig's Gift sets to SSF and season mechanic explanations:
      Seasonal Leveling Guide Season 32 Compendium Ethereal Memories Solo Self-Found Mode (SSF) Leveling Guides
      We have you covered with our updated leveling guidelines, regardless of the class you want to play! 
      Barbarian Season Start Crusader Season Start DH Season Start Monk Season Start Necromancer Season Start Witch Doctor Season Start Wizard Season Start Season 32 Conquest Guides
      Finally, if you need help completing any of the season's conquests, we recommend you check out our individual guides listed below:
      Curses! Divinity  Years of War Masters of the Universe Boss Mode Season 32 Cosmetic Rewards
      Previous season items make their return this season. If you missed out on rewards originally available in Season 8, you will be able to get them this time. Furthermore, the end of journey rewards (originally introduced in Season 17) are back: The Teganze Warrior portrait frame and the Bat pet!

      As an interesting side note, the portrait frame you can earn this season is named after Teganze, a zone that was first introduced in Diablo 2 and will be revisited during our journey in the upcoming expansion of Diablo 4: Vessel of Hatred!
    • By Staff
      Season 32 in Diablo 3 starts on July 12 and here is the official preview with more details.
      (Source)
      Sanctuary needs you to answer its call for aid in Season 32: Ethereal Memory. Starting on July 12 at 5 p.m. PDT/CET/KST, Nephalem can harness the power of the Ethereal Memory theme, which first debuted with Season 24. For an in-depth look at what’s coming, take a gander below.

      Seasonal Journey
      Season Theme
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Season Theme
      As the Nephalem reflect on Sanctuary's history, instruments of power from a bygone era resurface. These ethereal memories will grant those persistent enough to search for them unimaginable power. Legends of the past will manifest once more in the present, and you must decide how to best use these gifts—for ethereal power is fugacious by nature, and will soon return to being no more than a myth.
      For this seasonal theme, we were inspired to reimagine how Ethereal items could manifest in Diablo III, with 21 iconic weapons making a return from Diablo II. In Season 32, Ethereals are rare, powerful, and fleeting items.
      Season 32 reintroduces Ethereals, a weapon-type that players will be able to acquire and hunt for in their upcoming seasonal journey. Ethereals will roll a powerful set of affixes, a random Class Weapon Legendary Power and a random Class Passive Power. Ethereals will have unique icons, names, item types, and sounds originally found in Diablo II. For additional details on Ethereals, check out the list below:
      Ethereals are account bound and can only be dropped by monsters, chests, and destructibles, but do not require your character to be Level 70 in order to drop. Ethereals cannot be acquired through Kanai's Cube or from Kadala. Ethereal rarity drop rate is set between Ancient and Primal items. There are 3 unique Ethereals per class. Each Ethereal has fixed affixes and rolls one random Legendary Weapon power and one random Class Passive Skill. Only one Ethereal can be equipped at a time. Ethereals ignore item durability loss. Legendary Powers and Class Passive Skills rolled on Ethereals do not stack with the same power equipped through Kanai's Cube, Items or Skills. Ethereals cannot be Enchanted, Transmogrified, Dyed, Reforged, or traded. Ethereals can be augmented. Collecting all 21 Ethereals during the season will reward players with the Feat of Strength, Ethereal Recollection. Players who accomplish this will have all Ethereal transmogrify options available for future seasonal and non-seasonal play. Ethereals only drop in Seasonal play and will not transfer to your non-seasonal character when the season ends. Return to Top
      Season Cosmetic Rewards
      Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 32, this means awards originally available from Season 8 are returning to the Season Journey.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re continuing to provide new End of Journey rewards as introduced in Season 17, with two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Teganze Warrior Portrait Frame and Bat pet!

      In addition to the Boots and Pants slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that smolder with demonic fires of the Burning Hells. The iconic wings of Andariel will also be available once more, allowing you to truly embrace your inner Maiden of Anguish.
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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of 5:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII difficulty within 5 minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do is Win: Complete 2 Conquests this Season. Warm Thoughts: Kill Izual at Level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t a Thang: Slay Greed on Torment XIII difficulty. Treasure Goblins outside of Nephalem Rifts will sometimes open portals to Greed’s domain, The Vault. Take U There: Reach Greater Rift Level 60 Solo. Greater Rift keystones can be obtained from any Nephalem Rift guardian. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 32? Here are the challenges you’ll face!
      For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at Level 70 on Torment X or higher. Push your way to Greater Rift Level 75 to complete Divinity/Lionhearted. For the fiercest demon slayers, Boss Mode/Worlds Apart is a speed challenge where you’ll need to eliminate the following bosses at Level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Finally, Years of War/Dynasty will be a great test for those who enjoy mastering various Class Sets, and if that’s not enough, Masters of the Universe/Masters of Sets will challenge your tactical understanding of Set Dungeons.
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      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey (courtesy of Haedrig’s Gift) have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in Season 32:
      Barbarian – Immortal King’s Call Crusader – Seeker of the Light Demon Hunter – Natalya’s Vengeance Monk – Uliana’s Stratagem Necromancer – Trag’Oul’s Avatar Witch Doctor – Spirit of Arachyr Wizard – Vyr’s Amazing Arcana
      Return to Top
    • By Staff
      Season 31 of Diablo 3 kicks off today, and we're here to ensure you have all the guidance you need. Let's dive in!
      The season begins today at 5 PM PDT/CET/KST. This season sees the return of the Forbidden Archives, first introduced in Season 20. Our team has been busy updating our Diablo 3 guides to reflect all the new changes, and we've highlighted some of the key guides below.
      General Season Guides Our comprehensive Season 31 guides cover everything you need to know, including Haedrig's Gift sets and tier lists for both solo and group play. Let's get started!
      Seasonal Leveling Guide Season 31 Compendium Visions of Enmity Solo Push Rankings Solo Speed GR Rankings Solo Speed T16 Rankings Group Meta Group RGK Rankings Group TK Rankings Group XP Farming Leveling Guides
      It doesn't matter which class you enjoy playing, we have you covered with our latest leveling guides!
      Barbarian Season Start Crusader Season Start DH Season Start Monk Season Start Necromancer Season Start Witch Doctor Season Start Wizard Season Start Season 31 Conquest Guides
      If you need help with completing Conquests for your Season Journey, we recommend you to read one of our guides listed here.
      Avarice Divinity On a Good Day Sprinter The Thrill
    • By Staff
      Diablo 3's Season 31 is bringing back the Forbidden Archives theme, first seen in Season 20. It kicks off on April 12 at 5 p.m. across PDT, CET, and KST zones. For more information, take a look at the official preview!
      Just a heads up, Diablo 3 won't introduce any new Seasonal themes moving forward. Season 30 was the last to debut a unique theme. From Season 31 onwards, Diablo 3 will revisit past themes.
      (Source)
      Sanctuary needs you to answer its call for aid in Season 31: Season of the Forbidden Archives. Starting on April 12 at 5 p.m. PDT/CET/KST, Nephalem can harness the power of Forbidden Archives theme, which first debuted with Season 20. For an in-depth look into what’s coming, read below.

      Seasonal Journey
      Season Theme
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Patch 2.7.7 Notes
      Season Theme
      Season 31 is the Season of the Forbidden Archives. Many adventurers have come to learn the power that dwells within the ancient nephalem artifact, Kanai’s Cube. However, none understands this power better than the equally celebrated and reviled Horadrim, Zoltun Kulle. Kulle was able to unlock and harness the power of the Cube like none before, leveraging its power to siphon and archive the energies of powerful items. With Season 31, we explore the power Kulle might lend to your fingertips if his experiments went unchecked.
      For the duration of Season 31, the slots in Kanai’s Cube that allow you to equip three additional Legendary powers will not be restricted to their usual categories. While normally a player can equip one power each from the Weapon, Armor, and Jewelry categories, Season 31 players can mix and match between all three! This might allow you to run two Weapon powers with one Armor power. Or perhaps you might choose to run three Amulet powers instead. The choice is yours, and we’re as eager as you are to experiment with the new build opportunities this creates!
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      Season 31 Cosmetic Rewards
      Beginning with Season 17, we began re-introducing previous Seasonal rewards to make them available to players who may have missed them the first time around. For Season 31, this means awards originally available from Season 7 are returning to the Season Journey.

      However, we know it’s nice to have something new to aim for if you’ve participated in previous Seasons. We’re bringing back End of Journey rewards as introduced in Season 17, with not one, but two new cosmetic rewards for those who complete the entirety of the Season journey. Feast your eyes upon the Valor Portrait Frame and Angelic Treasure Goblin pet!

      In addition to the Helm and Shoulders slots of the exclusive Conqueror Set, you’ll be able to earn a series of portrait frames that embody the snowy, foreboding aura of the Eternal Woods. If you need a warm little pal to keep you cozy through your cold journeys, the Dream of Piers fiery nature should do the trick—when he’s not instilling night terrors in the local fauna.
      Return to Top
      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Kill You: Kill Ghom at level 70 in under 30 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 31? Here are the challenges you’ll face! Returning for Season 31 is Sprinter/Speed Racer, where you’re challenged to complete the entire Diablo III campaign from Act I to Act V at level 70 in under 1 hour! Next is Avarice/Avaritia, where all that glitters is gold—that is, if you can complete a 50 million gold streak outside of The Vault or its Inner Sanctum. On a Good Day/I Can’t Stop encourages you to upgrade your Legendary Gems; level three Legendary Gems to 65 to complete this challenge! Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. Lastly, a fan-favorite for those who enjoy unconventional builds, The Thrill/Superhuman requires completion of a Greater Rift level 45—solo and without any Set items equipped.
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      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in Season 31:
      Barbarian – Wrath of the Wastes Crusader – Roland’s Legacy Demon Hunter – Unhallowed Essence Monk – Raiment of a Thousand Storms Necromancer – Bones of Rathma Witch Doctor – Helltooth Harness Wizard – Tal Rasha’s Elements
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      Patch 2.7.7 | Game Updates
      KR Age Restriction Updated Logos for KR Age Restriction from 18 years of age to 19 years of age. Extra progress orb drops from the Soulshard Stain of Sin now works for Challenge Rifts. Extra progress orb drops from the Soulshard Stain of Sin and Altar of Rites node Reaper now only drops from monsters inside Nephalem Rifts, Greater Nephalem Rifts, and Challenge Rifts. Return to Top
    • By Staff
      A new Diablo 3 season starts in just a week! Season 30, The Lords of Hell, arrives on January 12th and brings the new seasonal rotation system. We're getting reprised rewards from Season 25, featuring the Soul Shards gems, as well as the now permanent Rites of Sanctuary and Visions of Enmity systems.
      Let's take a look at everything that's coming below! 
      Season 30 (Source)
      Sanctuary needs you to answer its call for aid in Season 30: The Lords of Hell. Starting on January 12 at 5 p.m. PST/CET/KST, Nephalem can harness the power of The Lords of Hell Season Theme, which first debuted with Season 25. For an in-depth look at the now-permanent Rites of Sanctuary and Visions of Enmity themes, Class Balance, and more, take a gander below.
      Seasonal Journey
      Season 30: The Lords of Hell
      Season Cosmetic Rewards
      Season Journey Rewards
      Seasonal Conquest
      Haedrig’s Gift
      Patch Notes
      Season 30: The Lords of Hell
      Though the Black Soulstone has been destroyed, lingering fragments of The Lords of Hell once contained therein still persist in Sanctuary. These Soul Shards hold immense power—power that once belonged to the Prime and Lesser Evils. Cunning Nephalem who find and wield these Soul Stones must exercise caution. Power can be alluring, and the road to the Burning Hells is paved with good intentions...
      Season 30 is the first to utilize our new Season theme rotation system, reintroducing The Lords of Hell theme first seen in Season 25. Players can embrace evil by infusing themselves with the essences of Hell’s Lords using Soul Shards. Players will embark on their Season Journey to discover and upgrade demonic Soul Shards based on the seven Lords of Hell. By embodying a Prime and Lesser Evil, players will inflict new forms of pain and suffering on the demons of Sanctuary. We can't wait for players to get their hands on Soul Shards to start unlocking their true power.
      Nephalem can find 7 unique Soul Shards(based on the seven Lords of Hell), which give players demonic new powers. One of 3 Prime Evil Soul Shards can be equipped into Helms and one of 4 Lesser Evil Soul Shards can be equipped into Weapons. Each Soul Shard can be upgraded three times using a new seasonal-exclusive consumable, the Hellforge Ember.
      Soul Shards and Hellforge Embers can drop from anywhere in Sanctuary, but Soul Shards have a higher chance to drop from Bosses. Soul Shards cannot be traded, but can be salvaged or utilized in Caldesann’s Despair. You may only equip one Prime Evil Soul Shard and one Lesser Evil Soul Shard at a time. Lastly, Soul Shards and Hellforge Embers only drop in Seasonal play, and will not transfer to your non-seasonal character when the season ends. For a look into the capabilities for each of the Soul Shard powers look below.
      Prime Evil Soul Shards
      Sliver of Terror
      Base Power: Your cooldowns are increased by 25%. For every skill on cooldown, you take 12.5% reduced damage and deal 12.5% increased damage. Additional Powers: Your attack speed and critical hit chance are increased by 5% for each skill on cooldown. You cast a devastating Ring of Fire after killing 100 enemies. If three or more skills are on cooldown, your lightning and fire skill damage are increased by 50%. Shard of Hatred
      Base Power: You deal 15% reduced damage while you have 3 or fewer enemies within 25 yards. If more than 3 enemies are within the same distance, you deal 5% increased damage per enemy (to a maximum of 50%). Additional Powers: Killing an elite enemy pulls all enemies within 40 yards to where the elite died. Your Movement speed is increased by 50%. Each enemy within 25 yards reduces your movement speed by 10% up to 70%. You now deal 15% 10% increased damage for every enemy instead of 5% (to a maximum of 100%). Fragment of Destruction
      Base Power: You move unhindered through enemies. Each enemy you pass through receives Mark of Destruction for 7 seconds. Each marked enemy that dies removes 1 second from one of your skills on cooldown. If the Mark of Destruction expires before the enemies die you lose 2% of your maximum health as damage. Marks are not applied if you are below 35% health. Additional Powers: You have a 25% Chance to restore 5% health when an enemy dies with Mark of Destruction active. When you apply Mark of Destruction to an enemy, you increase your movement speed by 5% for 7 seconds. Max 10 Stacks. You now leave a trail of fire in your wake that slays enemies with the Mark of Destruction and are below 10% health. Lesser Evil Soul Shards
      Stain of Sin
      Base Power: You deal 25% less damage. When you kill 50 enemies, you spawn a pool of blood that increases the damage done to elite enemies by 150% and lasts 15 seconds. Additional Powers: The pool of blood now negates Elite affixes within its area. You gain an additional Rift Progress Orb when you kill and elite pack. The pool of blood now collects Rift Progress Orbs. Dregs of Lies
      Base Power: You deal 25% less damage. Your pets deal 25% increased damage. Additional Powers: Killing an elite enemy reduces all your active cooldowns by 5 seconds. On receiving fatal damage, spawn a shadow that prevents your death, restores your health to 35%, and grants +225 All Resist to all party members while it is active. The shadow only lasts 15 seconds. Each time your pet hits an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 100 times. When you reach 100 stacks, the stacks quickly reset to 0. Remnant of Pain
      Base Power: Your Critical Hit Chance is reduced by 15%. Attacks against Incapacitated enemies are automatically critical hits. Additional Powers: Hitting enemies with cold damage has a 50% chance to freeze them. Cold skill damage is increased to frozen targets by 20%. Gain passability while your movement speed bonus is over 50%. When you move through enemies you knock them back and stun them for 2 seconds. When you critically hit an enemy you increase the attack speed all players by 5% for 5 seconds. Max 10 stacks. Essence of Anguish
      Base Power: Every time you deal poison damage to an enemy you increase your cooldown reduction and movement speed by 2.5% while your damage received is increased by 5% for 10 seconds. Max 10 stacks. Additional Powers: Your movement speed and cooldown reduction can be increased up to 15 times by dealing poison damage to an enemy. When you deal poison damage to an enemy they receive 50% increased poison damage from all sources for 10 seconds. Killing an enemy deals the damage done by the death blow to all enemies within 25 yards. Return to Top
      Season 30 Cosmetic Rewards

      In addition to the Chest and Gloves slots of the exclusive Conqueror Set, players will be able to earn a series of portrait frames bedecked with the mysterious beauty of Blood Shards. A ghastly All Hallow’s pennant will also be available, allowing you to proudly proclaim your love for all things grim and creepy.
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      Season Journey Rewards
      If you’ve been diligently slaying demons for the past few Seasons and reached Conqueror in the Season Journey each time, you’ve surely accrued a few extra Stash tabs. You’ll earn one additional tab each Season by finishing the Conqueror tier, up to a maximum of five Stash tabs:
      Guardian of Sanctuary: Finish a level 70 Nephalem Rift on Torment XIII within five minutes. Gem of My Life: Level three Legendary Gems to level 55. All I Do IS Win: Complete two Conquests this Season. Disarm You: Kill Rakanoth at level 70 in under 15 seconds on Torment XIII difficulty. Money Ain’t A Thang: Slay Greed on Torment XIII difficulty. Take U There: Reach Greater Rift level 60 Solo. Power Amplification: Use Kanai’s Cube to augment an Ancient Legendary item with a level 50+ gem. Cubic Reconfiguration: Use Kanai’s Cube to reforge a Legendary item. Return to Top
      Seasonal Conquest
      Want to prepare your Conquest plan for Season 30? Here are the challenges you’ll face!
      Push your way to Greater Rift level 75 to complete Divinity/Lionhearted. On a Good Day/I Can’t Stop guides you to get your Legendary Gem grind on; level three Legendary Gems to 65 to complete this challenge! For the speedy, Speed Demon/Need for Speed requires the fastest Nephalem to complete a Nephalem Rift at level 70 on Torment X or higher in under two minutes. For Curses!/Stars Align, pick any Cursed Chest event that requires killing monsters and defeat over 350 or more at level 70 on Torment X or higher. For the fiercest demon slayers, Boss Mode/World’s Apart is a speed challenge where you’ll need to eliminate the following bosses at level 70 and Torment X in under twenty minutes:
      The Skeleton King The Butcher Zoltun Kulle Ghom Cydaea Rakanoth Diablo Adria Queen Araneae Maghda Belial Siegebreaker Assault Beast Azmodan Izual Urzael Malthael Return to Top
      Haedrig’s Gift
      Finally, the Class Sets rewarded for completing certain chapters in the Season Journey courtesy of Haedrig’s Gift have rotated once more. We’ve listed the available Sets below. For those new to Seasons, here’s how it works:
      Completing Chapters 2, 3, and 4 of the Season Journey will reward you with three of Haedrig’s Gifts. Each Gift contains a few pieces from one of your Class Sets. Players can only unlock one Class Set in this manner per Season across Hardcore and Non-Hardcore, so choose wisely!
      The set you will receive depends on the class of the character you’re playing when you open each Haedrig’s Gift. To collect a full Class Set, you’ll need to open all three on the same character.
      Here are the sets granted by Haedrig’s Gift in season 30
      Barbarian: The Legacy of Raekor Crusader: Armor of Akkhan Demon Hunter: Embodiment of the Marauder Monk: Inna’s Reach Necromancer: Pestilence Master’s Shroud Witch Doctor: Zunimassa’s Haunt Wizard: Delsere’s Magnum Opus
      Return to Top
      Patch Notes
      Below you’ll find patch notes for the upcoming update to Diablo III: Patch 2.7.7. It goes live on January 9.
      Note: All changes apply to all versions of Diablo III, including PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC unless otherwise indicated.
      New Permanent Features: Rites of Sanctuary and Visions of Enmity
      Back by popular demand, the Rites of Sanctuary and Visions of Enmity Season themes have become a permanent fixture of Diablo III. While we are extremely excited to make these features always available, to ensure your time slaying demons remains balanced, we had to make some adjustments to the bonuses provided by the Altar of Rites. When existent alongside Visions of Enmity, continual Season themes, and adjustments to Class balance, we felt the game’s balance would benefit from adjustments to Rites of Sanctuary. Here’s what has changed:
      Force Decreased damage to +100 from +200. Shadow Decreased Missile Damage Reduction to 5% from 25%. Exodus Decreased Movement Speed (Uncapped) to +10% from +25%. Command Increased damage against Elites reduced to 5% from 15%. Tenacity Increased damage reduced to 5% from 20%. Reverence Reduces damage taken from Elites by 5%, previously 25%. Numb 25% Decreased Melee Damage Reduction to 5% from 25%. Nature Highest elemental skill damage bonus increased by 5%, previously 10%. Prowess Increased damage against Elites reduced to 5% from 20%. Roar Damage done to Bosses increased to 5% from 50%. Elegance Chance to Dodge increased by 5%, previously 15%. Malice Decreased to +5% Damage from +30% Damage. Father Power pylon has been removed from random Shrine effect. Mother Triune of Love Circle now increases damage by 50%, previously 100%. Empowered shrine has been removed from the random Shrine effect of the Father Seal from Altar of Rites. Feature Changes
      Chilltara now has a 20% drop rate of Gibbering Gemstone. Whisper of Atonements can now be salvaged for 1–3 Forgotten Souls. Orek's Dream encounter rate buffed from 1 to 4%. Gelatinous Sire goblins no longer spawn from the Goblin Shrine inside Echoing Nightmares. Class Balance Changes
      Striking a middle ground between fun and balanced is our top priority when it comes to Classes. As we mentioned in our Season 29 article, going forward, a series of iconic themes from Seasons past will be reintroduced roughly every 3 months. The below Class balances changes were made to ensure each Class remains both fun and balanced as powerful Season themes return to Diablo III.
      Any changes made to the below between the PTR and now, and any new additions, have been marked in red.
      Barbarian
      Might of the Earth Increased the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam to 37,500% from 20,000%. The Legacy of Raekor Hitting enemies with Furious Charge or Weapon Throw increases the damage of your next Ancient Spear by 2,500% from 5,500% and causes it to release multiple spears from its target. This effect stacks and each spear throw consumes a maximum of 5 stacks. Crusader
      Roland's Legacy Increased the damage of Shield Bash and Sweep Attack to 40,000% from 17,500%. Aegis of Valor Increased the damage of Fist of the Heavens and Heaven's Fury to 15,000% from 20,000%. Akkhan's Manacles Blessed Shield damage is increased by 400-500% for the first enemy it hits. Additionally, this bonus continues and is reduced by 50% for each subsequent non- Shattering Throw target. Blade of Prophecy Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 600-800%. Faithful Memory Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 60-80% for 10 seconds. Max 10 stacks. Each stack of this buff can now stack between uses instead of resetting. Denial Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 100–125%, stacking up to 5 times between uses. Each stack lasts up to 5 seconds. Demon Hunter
      The Shadow's Mantle Impale’s additional damage increased to 120,000% weapon damage from 75,000% to the first enemy hit, and to 40,000% from 25,000% to subsequent enemies. Embodiment of the Marauder Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, Vengeance, and Sentries now deal 9,500% increased damage, previously 12,000%, for every active Sentry. Monk
      Raiment of a Thousand Storms Your Spirit Generators increase the weapon damage of Dashing Strike to 60,000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 14,000%, instead of 6,000%, for 6 seconds. Uliana's Stratagem Increased the damage of your Exploding Palm from 9,000% to 12,500% and your Seven-Sided Strike detonates your Exploding Palm. Kyoshiro's Blade When the initial impact of your Wave of Light hits 5 or fewer enemies, previously 3, the damage is increased by 200-250%. Necromancer
      Pestilence Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 6,000% from 3,300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 6,000% from 3,300%. Each enemy you hit with Bone Spear, Corpse Lance, and Corpse Explosion reduces your damage taken by 3%, up to a maximum of 75%. Lasts 15 seconds. Inarius Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer to 19,000% from 10,000%. Trag'Oul's Avatar Your Life-spending abilities deal 6,250% increased damage, previously 10,000%, and your healing from skills is increased by 100%. Masquerade of the Burning Carnival Bone Spear cast by you and your Simulacrums deals 5,500% increased damage, previously 9,000%. Simulacrums gain triple this bonus. Bloodtide Blade Death Nova deals 300-400% increased damage for every enemy within 25 yards, up to 10 enemies, previously 25 enemies. Grasps of Essence When an exploded corpse damages at least one enemy, your Corpse Explosion deals 150-200% increased damage for 6 seconds, stacking up to 4 times, previously 5 stacks. Corpsewhisper Pauldrons Corpse Lance damage is increased to 50-75% from 20-30% for 3 seconds when you consume a corpse. Max 20 stacks. Witch Doctor
      Raiment of the Jade Harvester Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 26,000 seconds worth of remaining damage, previously 10,000. Helltooth Harness After casting Wall of Death, gain 37,500% increased damage, previously 17,500%, for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death./li> Mundunugu's Regalia Spirit Barrage deals 17,500% increased damage, previously 20,000% plus an additional % equal to 5 times your Mana Regeneration/Second. Spirit of Arachyr The damage of your creature skills is increased by 11,500%, previously 25,000%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas. Zunimassa's Haunt Enemies hit by your Mana spenders take 13,000% increased damage, previously 15,000%, from your pets for 8 seconds. Wizard
      Delsere's Magnum Opus Enemies affected by your Slow Time and for 5 seconds after exiting take 20,000% increased damage, previously 12,500%, from your Arcane Orb, Energy Twister, Magic Missile, Shock Pulse, Spectral Blade, Electrocute, and Arcane Torrent abilities. Tal Rasha's Elements Attacks increase your damage by 1,000%, previously 2,000%, for 8 seconds. Arcane, Cold, Fire, and Lightning attacks each add one stack. At 4 stacks, each different elemental attack extends the duration by 2 seconds, up to a maximum of 8 seconds. The Smoldering Core Lesser enemies are now lured to your Meteor impact areas. Meteors deal 40-50% increased damage on consecutive hits to the same target. This stacks up to 3 times, previously 10. The Twisted Sword Energy Twister damage is increased by 125-150% for each Energy Twister you have out up to a maximum of 3, previously 5. The Raging Storm rune is automatically applied to Energy Twister and allows the tornado to merge with 3 additional Energy Twisters. Return to Top
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